continued...
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Master of Nine
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List of sources of sources of prereq feats as bonus feats
Cleric 1 - Darkness domain (Blind-Fight), Time domain (Improved Initiative)
Cobra Strike Monk 1 (UA/SRD) - Dodge and Improved Unarmed Strike
Monk 1 - Improved Unarmed Strike
Swordsage (Unarmed variant) - Improved Unarmed Strike
Warblade bonus feats - Blind-Fight, Improved Initiative
Kobold Fighter 1 sub level - swaps heavy armour proficiency for the Dodge feat (good for a Swordsage entry, since you'll likely be in light armour for the Wis to AC anyway).
- Hypothetical builds on the boards tend to time this class for late in the build so as to acquire high level maneuvers. But if you're not starting at a high level then entering early has its benefits (e.g. I'm a big fan of Dual Stance so would want it asap), and it gives you full progression of your likely ultiple Martial Adept classes ready to re-enter them for some higher level maneuver swaps. In practice I would compromise, take 2/3 MoN levels as early as I could manage and then leave the rest for high level maneuver acquisition and a high level stance of choice (nb: 8th level maneuvers are often better than the 9th level ones imho).
- Counter Stance + Stance of Alacrity combo
- Mastery of Nine: ready at start of day from as many disciplines as possible to maximize bonus, then spend 5 minutes changing them as desired.
- Becoming Reshar: True Mastery of the Nine Swords by Gideon_Gideonson – access to all 9 9th level maneuvers
DavidWL's Swordsage 1/Cleric 1/Monk 1/Crusader 2/Ruby Knight Vindicator 10/Master of Nine 5
- Darkness and Time domains + Cobra Strike Monk mean 4/5 of the MoN prereq feats are bonus feats, also gets the RKV extra swift action (for swift action recovery, swift action spells - possibly with DMM (Quicken) - and swift action maneuvers). While slow to start this gets very powerful.
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Ruby Knight Vindicator
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- spells heavy Cleric 4 / Crusader 1 entry version
- maneuvers heavy Crusader 4 / Cleric 1 entry version
- Ordained Vindicator: Cleric 4 / Ordained Champion 5 / Crusader 1 / Ruby Knight Vindicator 10 (requires adaptation of fluff - consult your DM - since Ordained Champion and RKV are devoted to different deities by the book)
- Ur-Vindicator: Swordsage 2 / Crusader 3 / Ur Priest 2 / Ruby Knight Vindicator 10 / X 3 (requires adaptation of fluff to allow an Ur Priest to qualify for the deity worshipping RKV)
Furthermore, the ability to get extra swift actions is generally awesome, and its potential for optimization huge. I hold to what I regard as the only sane interpretation limiting it to only one extra swift action per round, but even with that caveat this class is very powerful.
- Metus Somnambulus (Dread Sleepwalker) by AllistairAldred - combining Ruby Knight Vindicator with Telflammar Shadowlord
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Shadow Sun Ninja
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- Necropolitan template (or any undead really, but Necropolitan is cheapest one) means you can ignore level drain from the 10th level ability.
- "Flash Bang Ninja" build based around conmstant sneak attacking - does anyone have a link to this?
- prototype00's SSN/MoN build =
http://forums.gleemax.com/showpost.php?p=9810563#post9810563[SIZE="5"]Discipline Focus[/SIZE][/B]
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[SIZE="3"]Desert Wind[/SIZE]
The oft-commented upon disadvantage of this discipline is its reliance on fire damage, which is the most commonly resisted form of elemental damage. For this reason it is a discipline best dabbled in rather than strongly focused on, providing as it does bonus damage and mobility.
Choice Maneuvers:
Burning/Searing/Inferno Blade (Boost 1/4/7): Easy to qualify for boosts to your full attack damage. Unlike most chains of maneuvers there is no cap on the +IL to damage, meaning that these maneuvers remain useful into high levels.
Burning Brand (Boost 2): Grant yourself +5 ft. reach, dealing fire damage while you do. Good for battlefield control builds.
Flashing Sun (Strike 2): Grants you flurry for a single round, and extra attacks are always useful. As usual with extra attacks, bonus damage is the optimal choice - a good low-level combo is to use Burning Blade as a boost and then full attack with this maneuver.
Firesnake (Strike 4): A situational choice, but if your DM likes to employ large numbers of mooks you can get some good use out of this.
Searing Charge (Strike 4): The ability to fly is a valuable tactical advantage, and if you have a Ring of Feather Fall you can use it to leap into the air and attack flying opponents.
Leaping Flame (Counter 5): An incredibly useful anti-archer tactic, allowing you to respond with a full-attack of your own. Can also be used to leap adjacent to an opponent attacking you with superior reach.
Ring of Fire (Boost 6): If your speed is maximized (e.g. you're planning on optimizing Tornado Throw) then you can surround a very large area with this. Just be careful where your allies are stood.
Salamander Charge (strike 7): The ability to charge in a non-straight line is useful enough for charger builds, leaving a trail of destruction in your wake as you tumble through the legs of minions is a stylish extra touch.
Tactical Feat: Scorching Sirocco
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[SIZE="3"]Devoted Spirit[/SIZE]
Based around healing abilities, battlefield control and applying penalties to your opponents. This is one of the strongest disciplines and will likely be central to any Crusader build. It does lack counters and maneuverability, both of which can be added to a Crusader with a Swordsage/Warblade dip if desired.
A number of the maneuvers are dependent on your target being a different alignment to you, the usefulness of these maneuvers consequently depends in part on your DMs style and preferred opponents. But to be honest, the alignment based ones aren't the best ones anyway so its a minor point.
Choice Maneuvers:
Crusader's Strike (Strike 1): A good source of low-level healing, which you can use every third round if you take Extra Granted Maneuver. As you level up the healing becomes trivial and the sacrifice of iterative attacks/better strikes make this something to be swapped out later.
Iron Guard's Glare (Stance 1): Combined with a reach weapon this can grant most of your party a de facto +4 AC. Especially useful in tight spaces (i.e. your stereotypical dungeon corridor).
Martial Spirit (Stance 1): Normally your first choice of stance, provides aconstant flow of healing. Anything that grants extra attacks is useful here - reach and Combat Reflexes are the usual method.
Foehammer (Strike 2): No prerequisites and punches through DR. This levels well and unlike its Stone Dragon counterparts has no requirement to stand on the earth.
Thicket of Blades (Stance 3): The basic building block of most battlefield control Crusader builds. This is likely a big part of why you took the class to begin with and should be your default stance.
Revitalizing Strike (Strike 3): A good option to swap Crusader's Strike out for, although the alignment requirement may prove annoying at times.
Divine Surge (Strike 4): A good damage bonus for its level.
Aura of Chaos (Stance 6): Useful in general, but in particular in combination with strikes that add damage dice (e.g. Divine Surge or Stone Dragon Strikes), or for a Jade Phoenix Mage using Arcane Strike (lots of dice to roll high).
Aura of Perfect Order (Stance 6): Allows you to avoid auto-failing your saves, guarantee a reasonable roll on important attacks, or take 11 on Concentration checks or Jump checks for Diamond Mind/Tiger Claw maneuvers.
Rallying Strike (Strike 6): Burst healing for your allies. especially useful to a large party with cohorts, animal companions and summons in tight formation.
Greater Divine Surge (Strike 8): This can be incredibly powerful with a way to quickly heal the Con damage, or make it trivial. A Belt of Battle so as to follow this strike with a Strike of Righteous Vitality is a good option, the Immortal Fortitude stance a less advisable course of action (your lowered Fort save means you may fail, and you are still vulnerable to ability damage). There is also the Body Ward spell in Complete Champion (for RKV builds, or just if you have a Cleric ally), which lasts 1 min per level and allows you to ignore 5 points of Constitution damage, so use this as a pre-combat buff and you can quite happily trade in 5 points of Con damage for an extra +5 to hit and +10d8 damage without lowering your Con.
Strike of Righteous Vitality (Strike 9): Heal is enormously useful both for party healing and giving you an incredible amount of endurance. And with Extra Granted Maneuver you can do it every third round.
Tactical Feat: Faith Unswering
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[SIZE="3"]Diamond Mind[/SIZE]
This is potentially one of the most powerful disciplines, but the dependence upon Concentration checks makes it a case of (nearly) all-or-nothing. Characterized by a good mix of counters and strikes, as well as mobility and initiative manipulating maneuvers.
This discipline synergizes well with Psionics, both in terms of a common reliance on Concentration checks and in thematic terms. JanusJones' Meditant is an example of a build that utilizes this synergy.
Concentration check optimization:
Steady Concentration (Races of Stone): Take 10 on Concentration checks. While Psionic Focus gives a better check, you can use this multiple times in a round (e.g. on a strike and a counter) and without needing to spend actions recovering your focus.
Psionic Focus (XPH): expend to take 15 on concentration check, but need to refocus makes this less useful than Steady Concentration imo. If you do take it then I recommend picking up Psionic Meditation and Hustle if possible.
Psychic Warrior 2/4: Use to pick up the ability to psionically focus and some bonus feats. The Psionic Meditation feats (focus as move action) and the hustle power (take move action as swift action) is a good combo to pick up.
Instant Clarity (ToB): 3/day regain psionic focus as a swift action after initiating a strike. So, blow your focus on a Diamond Mind Strike and get it right back again for the next one!
Tunic of Steady Spellcasting (MIC, p. 144): +5 competence bonus to Concentration checks.
Third Eye Concentrate (MIC. p. 141): item for +10 competence bonus to Concentration checks.
Aura of Perfect Order (Devoted Spirit Stance 6): take 11 on one dice roll per round (e.g. take 11 on Concentration checks).
Choice Maneuvers:
Moment of Perfect Mind/Action Before Thought/Mind Over Body (Counter 1/2/3): Replace your saves with Concentration checks. Not only is this a good way to cover up a weak save but it also means you no longer automatical;y fail on a '1'.
Emerald Razor (Strike 2): Touch attacks combined with Power Attack make for good damage.
(Greater) Insightful Strike (Strike 3/6): Use either your Concentration check, or double your check, to determine damage. If you're maxed out Concentration (see above) then this makes for good damage. If you haven't maxed out your Concentration check then I have to ask why you're reading the Diamond Mind section?
Pearl of Black Doubt (Stance 3): Extra AC is always nice, and against multiple attacks the bonus can stack up pretty nicely. It's good but not quite amazing, you see the problem is that the bonus is at it's highest against your opponent's weakest iterative attacks, and at it's lowest against the most potent attacks. Using a counter against the first attack is one option to start the bonuses flowing, and against creatures with multiple natural attacks (hydras being a classic example) it's excellent. Also synergizes well with Robilar's Gambit.
Bounding Assault (Strike 4): Lets you charge without having to move in a straight line, a massive boon for charger builds.
Ruby/Diamond Nightmare Blade (Strike 4/8): x2 or x4 damage makes for very potent strikes, especially when combined with Power Attack and a way to fuel the penalties (e.g. Deep Impact from the XPH).
Hearing the Air (Stance 5): A good choice to give you an anti-invisible/incorporeal tactic, the bonus to Listen checks also makes this a good stance to stay in when out of combat.
Rapid Counter (Counter 5): Grants an extra AoO, good when combined with Robilar's Gambit or battlefield control builds (take a second shot at that missed AoO).
Moment of Alacrity (Boost 6): Celerity-lite, can basically give you 2 turns in a row, which comes in very handy with Stormguard Warrior.
Avalanche of Blades (Strike 7): Good for warming-up Stormguard Warrior, otherwise you're often better off with a normal full-attack.
Quicksilver Motion (Boost 7): Take a move action as a swift action. Great for maneuverability (move and full attack, move into position and then charge, etc) but also good for any psionic Martial Adepts using Psionic Meditation, or to allow you to use a move action maneuver (e.g. Order Forged From Chaos) in the same round as a full-attack or charge of your own.
Stance of Alacrity (Stance 8): Grants you an extra immediate action each round, allowing you to use counters with impunity and still use swift action boosts in the following round. The Master of Nine's Counter Stance ability is a nice combo with this stance.
Time Stands Still (Strike 9): One of the strongest 9th level maneuvers. Combines well with Stormguard Warrior, Girallon Windmill Flesh Rip, or virtually any boost in the game, but even on its own getting double the usual number of attacks is a very powerful option.
Tactical Feat: Perfect Clarity of Mind and Body
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[SIZE="3"]Iron Heart[/SIZE]
Choice Maneuvers:
Punishing Stance (Stance 1): This is a good low level damage boost, with a Greatsword and this stance you can be reliably one-shotting low-CR opponents.
Steel Wind (Strike 1): A good low-level mook killer, especially if you're in Punishing Stance while you use it.
Wall of Blades (Counter 2): If your attack roll is significantly better than your AC (and as a low level Warblade, it probably is) then this is a useful counter. At low levels this is useful to cover your back when in Punishing Stance, but when its combined with the Heedless Charge ability of the Shock Trooper feat this becomes an essential choice. This is also a very good defence against touch attacks - from incorporeal undead, ray spells, etc.
Iron Heart Surge (Boost 3): Removing adverse conditions can be an absolute life-saver. The need to be able to move and in control of your actions rules out some conditions but this is an excellent choice that will be useful at any level. Add in the Mad Foam Rager feat (PHB 2) and it gets even better.
Lightning Recovery (Counter 4): The stage is set, the chips are down and so you swing your sword in a graceful arc as you bring your most powerful strike to bear upon the beast's head, and as you roll your dice you mutter a quick prayer "anything but a 1". Well, with this maneuver thats no longer a problem. Its also useful to maintain an Avalanche of Blades when warming-up for Stormguard Warrior.
Iron Heart Focus (Counter 5): Re-roll a failed save. A good defence against nasty save-or-dies, domination effects, etc
Iron Heart Endurance (Boost 6): Swift action healing. Not the best maneuver out there, but in combat healing is a nice ability.
Supreme Blade Parry (Stance 8): DR 5/- is very nice, and is useful in absolutely any situation (unlike a number of rather more situational 8th level stances).
Tactical Feat: Stormguard Warrior (with a nod towards CantripN)
Stormguard Warrior has 3 tactical options:
Channel the Storm - +4 Attack & Damage for every AOO you refrain from taking. This part has no limit on use per round, unlike AOOs, and provides you with a major boost to attack and damage (esp. with Power Attack thrown in) during your turn - much better than a few attacks that may or may not hit and wouldn't deal any substantial damage. It helps if you have a method for reliably generating AOOs like Robilar's Gambit (PHb2), Karmic Strike (CWar), Thicket of Blades, Defensive Rebuke or some such... (also less reliable options worth tacking on top of one of these - such as Defensive Sweep (PHB2), Hold the Line (CWar), etc)
Combat Rhythm - This one boosts your damage alone on the next round by making Touch Attacks during your turn. This has 2 main uses: 1 - When you have a lot of attacks for some reason (Natural Weapons, Raging Mongoose, Time Stands Still, Avalanche of Blades), you can get a very impressive damage for the next round, assuring swift death. 2 - Iterative attacks. Those aren't usually likely to hit, so if you get the impression that your chance to hit with your 2nd, 3rd or 4th iterative is slim to none, make a Touch Attack to get a damage boost for next round at no real loss.
Fight the Horde - Nothing too impressive, but it makes Fighting Defensively better, and with Combat Expertise it makes it REALLY good.
note on methods to follow an opponent who flees from round 2 of combat rhythm - sudden leap, shadow blink, quicksilver motion, pounce/pouncing charge, shadow pounce, mirrored pursuit.
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[SIZE="3"]Setting Sun[/SIZE]
Setting Sun is an excellent battlefield control discipline, with a good number of tactically useful counters. This discipline is particularly useful to Dex-heavy builds by allowing you to use Dex instead of Str when making your trip checks with its throws. A Swordsage focused on this discipline can make for a very effective, if unconventional, tank.
Choice Maneuvers:
Counter Charge (Counter 1): A good defense for hit-and-run builds that remains useful even into high levels.
Mighty Throw (Strike 1): Allows you to use Dex for your trip check if so desired and to toss them away from you (so even if they can stand as a free action they still can't full-attack anyone). A debuff that allows you to control your opponent's position.
Step of the Wind (Stance 1): How useful this is depends on how much attention your DM pays to difficult terrain in your encounters - if he/she sticks you in flat 20 x 20 rooms all the time this will be a waste. One good trick is to take 3 levels of Knight so as to always get the stance's benefit against your opponents.
Feigned Opening (Counter 3): A useful way to draw an opponent's AoO to protect a weaker ally, and generally useful if your attack is stronger than your opponents.
Comet Throw (Strike 4): Throw your opponent into their friend to leave both of them prone, damaged and removed from your position. Excellent battlefield control.
Mirrored Pursuit (Counter 5): Keep an opponent inside your threatened area and be sure to get a full-attack in the next round.
Shifting Defense (Stance 5): Use to move away from a full-attacking opponent so they can't get you with their iterative attacks.
Hydra Slaying Strike (Strike 7): Denies your opponent a full-attack, and doesn't allow a save. Just don't use it on casters - they don't care.
Fool's Strike (Counter 8): A non-situational version of Scorpion Parry. You avoid attacks while your opponent takes the hit allowing you to stand toe-to-toe with more powerful opponents.
Ghostly Defence (Stance 8): If you can find a reliable way to gain concealment this stance is incredible. A Master of Nine using this stance, Child of Shadow, and the Gloom Razor feat all at the same time makes for a very potent defense.
Tornado Throw (Strike 9): Maximize your speed and the trip check on this can get obscene. If possible, toss around a few mooks as you approach the BBEG.
Tactical Feat: Distant Horizon
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[SIZE="3"]Shadow Hand[/SIZE]
This discipline focuses on stealth, maneuverability and strikes that debuff your opponents, with many maneuvers requiring you to strike a flat-footed opponent. Fortunately it also provides the Gloom Razor tactical feat as an excellent way to make your targets flat-footed. Synergizes well with sneak attacking and if you build around it this is one of the best disciplines.
Choice Maneuvers:
Child of Shadow (Stance 1): Since Swordsages are often on the move this is an excellent low-level stance, and synergizes with both Shadow Blade and Gloom Razor.
Island of Blades (Stance 1): For a sneak attacker (such as a rogue multiclassing into Swordsage) this is an excellent choice. Without sneak attack dice Child of Shadow is probably the better choice.
Clinging Shadow Strike/Obscuring Shadow Veil (Strike 1/4): Good debuffing strikes with Gloom Razor synergy.
Shadow Blade Technique (Strike 1): As a general rule forget about the cold damage - it's a trap - instead choose the higher of the dice rolls and increase your chance of hitting.
Shadow Jaunt/Stride/Blink (2/5/7): Requiring no prerequisites these are excellent choices for anyone able to access Shadow Hand maneuvers adding a very useful maneuverability. Shadow Stride combined with a strike of choice, or Shadow Blink followed by a full-attack are excellent combos.
Assasin's Stance (Stance 3): The default stance for Shadow Blade builds, also allows you to qualify for the Craven feat (Champions of Ruin) for some extra damage.
Dance of the Spider (Stance 3): If you already have a default combat stance then this adds a good amount of maneuverability and out of combat utility.
Hand of Death (Strike 4): Your target has to be flat-footed and gets a Fort save, but if you can get this through then it can finish an encounter in a single round.
Stalker in the Night (Strike 6): Spring Attack without having to spend 3 feats on it, and you get to Hide at the end of it. Awesome.
One With Shadow (Counter 8): A good all-purpose counter, especially against creatures without magical weapons.
Five Shadow Creeping Enervation Strike (Strike 9): While it is somewhat unreliable the combination of a fistful of damage dice and ability damage is a potent attack.
Tactical Feat: Gloom Razor
- sneak attack synergy
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[SIZE="3"]Stone Dragon[/SIZE]
The first point to make about this discipline is the easily missed requirement on page 81 (in that little bit of text at the start, you know, the one you assumed was fluff and skipped over?) that "Stone Dragon maneuvers can be initiated only if you are in contact with the ground."
Generally speaking this discipline is characterized by its large number of standard action strikes (which do good damage for their level) and by the small number of prerequisites required to take its maneuvers. A good standard action is missing from many melee characters, making this a good discipline to cherry pick maneuvers from.
Choice Maneuvers:
Stone Bones (Strike 1): Very useful at low levels as almost no opponent will have an adamantine weapon making tis virtual immunity to damage for a single round. At later levels this becomes rather trivial so is a prime candidate to be swapped out.
Stonefoot Stance (Srance 1): Look in the Monster Manual at how many of the critters are large, ir even bigger. How would you like a flat +2 AC against all of them? The bonus on Strength checks is also nice - makes this a good choice for Tripping builds.
(Elder/Ancient) Mountain Hammer (Strike 2/5/7): Combine an impressive damage boost (useful against any target) with the ability to ignore Damage Reduction. The harder your opponent is to hurt the better these strikes are.
Roots of the Mountain (Stance 3): A bonus to resist combat maneuvers (useful as an anti-grapple measure - and no-one likes being swallowed whole), a small amount of DR and increased difficulty to tumble through your threatened area (useful with a reach weapon). A good default stance that will be useful in any situation.
Crushing Vise (Strike 6): Stops your opponent from moving, made good by the fact that it doesn't allow a save.
Irresistible Mountain Strike (Strike 6): forces your opponent to save or lose his standard action - meaning he can't full-attack you, cast a standard action spell, or make a standard action attack. A very nice debuff.
Mountain Tombstone Strike (Strike 9): the only 9th level maneuver that has no prerequisite requirements, making this a useful choice to fill in a gap. Best used against opponents with lots of hit dice (Giants, Tarrasque, etc) who will lose more hit points due to the Con damage. Also useful if your party Wizard uses a lot fo Fort save spells as a way of weakening them against a save-or-die.
Tactical Feat: Shards of Granite
- ability to ignore DR, combo with Stormguard (can afford to take -5 penalty on touch attacks, then ignore DR on second round of carnage, also takes the edge off Robilar's Gambit is using in-between rounds to fuel Channel the Storm)
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[SIZE="3"]Tiger Claw[/SIZE]
The Tiger Claw school is characterized by its 'feral' character. In mechanical terms this translates into a focus on damaging strikes and boosts, often centred around large numbers of attacks or the use of the jump skill. If you invest in increasing your jump skill then its worth making a heavy investment in this discipline, otherwise it is more likely something to be dipped into selectively.
Jump Check Optimization:
Base speed increases: probably the best 3.5 option would be a Xeph (XPH) with Extra Xeph Burst (Complete Psionic). This also gives you access to psionic feats and classes which have potential use (notably War Mind and Deep Impact).
Run: only worth mentioning because it’s a Warblade feat.
Leap of the Heavens (PHB2): No penalty for standing jumps and a competence bonus on running jumps.
Leaping Dragon Stance (TC 3): +10 foot enhancement bonus on Jump checks and all jumps are running jumps. The fact that this increases the distance you jump is very unusual, but taking the book at its word means that if you are in this stance and make any kind of vertical jump then you will jump high enough to trigger Battle Jump against a medium opponent, and it lowers the DC against larger opponents substantially (becomes a DC 20 Jump check for a large opponent, DC 40 for Huge, etc). But unless you are taking Battle Jump this is a poor stance (compared to other 3rd level stances anyway). So, take Lion Totem Barbarian (Complete Champion) for pounce and the Battle Jump feat, and then use Sudden Leap whilst in this stance and you can full attack, dealing double damage, as a swift action in addition to your usual full-attack routine.
Boots of Striding and Springing (DMG): competence bonus to jump checks in addition to the +4 for the speed increase – very nice.
Ring of Jumping (DMG): competence bonus on jump checks. At low levels I’d prefer the boots, and at high levels there are better things for a ring slot.
Blade Dancer (Oriental Adventures): large bonuses on Jump checks (not just the +30 competence, the enormous base speed increase as well), but at the expense of 3 feats and the los of Initiator Levels. For a Battle Jump build the bonuses could be worth it but otherwise maintaining your IL is probably the better choice.
Leap Attack (Complete Adventurer): hard to actually combine with maneuvers (Pouncing Charge is the best choice), but if you’re optimizing Jump checks anyway you may as well pick this up as well.
Battle Jump (Unapproachable East): Potentially awesome. This feat means that anytime you drop from at least 5 feet above your opponent it triggers a charge dealing double damage. So, with a good enough jump check you can leap up as part of a Tiger Claw maneuver, go above the opponent and trigger Battle Jump. After that it becomes a matter of adding as much charge synergy to your build as possible - pounce (Lion Totem Barbarian 1 is teh ideal dip), Shock Trooper (Heedless Charge), Leap Attack and the like (and if you charged in the previous round then Combat Brute (Momentum Swing) will also be triggered by this). Note that in order to be able to do this you need to be able to hit a jump DC of 40 (reliably!) in order to jump to 10 feet in height and thereby trigger Battle Jump against a medium opponent, whilst a DC 60 jump check is required against a large opponent. The Leap of the Heavens feat to allow you to accomplish this from standing jumps, a high base speed and as many jump check boosting items as you can afford will be required - this is an all or nothing trick.
Choice Maneuvers:
Blood in the Water (Stance 1): The bonuses from this are uncapped, so this stance is best if you intend to stay in it for an extended period of time, making it a good choice for a dipper. Dual wielding kukris is the common approach, perhaps with some Bloodclaw Master, and Improved Critical/Keen weapons as soon as you are abe.
Hunter's Sense (Stance 1): Handy as an out of combat stance to help avoid being surprised, and in a pinch can help against invisible foes. Particularly good for a Swordsage / Ranger where the tracking abilities and Wisdom synergy really kick in.
Sudden Leap (Boost 1): The main use here is as a pseudo-pounce, allowing you to move and full-attack in the same round. Combined with Battle Jump you can end up with an extra full-attack as a swift action.
Wolverine Stance (Stance 3): While it won't be first on your wish list this is a good stance to have in reserve - there are a lot of monsters with enormous grapple modifiers, so having something up your sleeve for dealing with them is never a bad idea.
Dancing/Raging Mongoose (Boost 5/8): Extra attacks can be put to good use by almost any character. The maxim that bonus damage requires extra attacks requires in reverse here - extra attacks mean you should look for bonus damage.
Pouncing Charge (Strike 5): For a charge-focused build I'd suggest a dip into Lion Totem Barbarian instead, but for a build that just wants a quick charge option added to the mix this is a good choice.
Rabid Bear Strike (Strike 6): A potent standard action strike that provides a good damage boost for its level, albeit with an AC penalty.
Swooping Dragon Strike (Strike 7): A good damage boost and a stunning effect. The stun DC is dependent on your jump check, and the maneuver requires that you jump over your opponent, so if you optimize that jump check and pick up Battle Jump this is a devastating maneuver. Of course, if you can't jump your way out of a paper bag this is a complete waste of time.
Girallon Windmill Flesh Rip (Boost 8): A good damage boost, best used if you have a large number of attacks. Using it during the warm-up round for Stormguard Warrior is one option since your touch attacks should almost all hit, but even more potent is to use it with Time Stands Still (Diamond Mind 9) on a Two-Weapon Fighting build.
Tactical Feat: Reaping Talons
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[SIZE="3"]White Raven[/SIZE]
This discipline is all about teamwork and assisting your allies. This includes a number of maneuvers that grant your allies extra actions - and actions are the most valuable currency in D&D. The worth of many of its maneuvers are dependent upon having the right party members to take advantage. Play it clever, tell your teammates what situations you need setting up and you'll get good results.
If you've ever looked at the Marshal and thought the concept was cool then this is the discipline for you.
Choice Maneuvers:
Leading the Charge (Stance 1): A good source of damage boost that scales throughout the levels (dependent on having charge oriented melee-ers in your party).
White Raven Tactics (Boost 3): One of the best maneuvers in the game. Its power is equal to whatever your most powerful party member is capable of doing in a round and this gets better and better as you level.
White Raven Strike (Strike 4): Makes your opponent flat-footed, which is great if there's a rogue in the party, otherwise not such a big deal.
Flanking Maneuver (Strike 5): If you're flanking with a friendly damage dealer then this strike can deal very impressive damage.
Order Forged From Chaos (Boost 6): Reset your party's formation in response to an unexpected threat, protect weak members of the team and seize strategically important ground.
Clarion Call (Boost 7): Tactical repositioning, change formation or capitalize on the gap left by the recently slain opponent.
White Raven Hammer (Strike 8): The no-save stun effect on this one is superb.
War Master's Charge (Strike 9): This one takes some setting up, but its worth it because if you get it right it gives a good damage boost, no save stunning and free actions to your allies. Even if your party isn't set up to take advantage of it, a few summoned monsters can fit the bill nicely.
Tactical Feat: Clarion Commander
- Feral Dreadlord build
[SIZE="5"]Choosing Maneuvers[/SIZE]
Bloodlines (UA/SRD) and Initiator Level: Section coming soon...
Choosing maneuvers can be an arduous process. I recommend that you draw up a rough list of desirable maneuvers on scrap paper in advance, then construct a table with Initiator level down one column, a column for each initiating class in the build, and then denote where new maneuvers are gained (e.g. I place "+1", "+2", "Swap", "Stance", etc in the various squares). Then I work to slot the various maneuvers I want into the appropriate slots, before going back through and latering levels to change Initiator Level progression if needed and fit in prerequisite maneuvers that are needed.
While doing this I always have the following table open in front of me on my screen in order to quickly check the number of prerequisites for each maneuver (far better list than the one in the book). In fact, its so useful that I'm copying and pasting it wholesale from the Tricks/Combos/Library Thread:
Maneuvers Organized by # of Pre-Reqs, Alphabetized, School, & Level
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[sblock][sblock=Desert Wind]Level 1
Blistering Flourish (Strike, 0)
Burning Blade (Boost, 0)
Distracting Ember (Boost, 0)
Flame’s Blessing (Stance, 0)
Wind Stride (Boost, 0)
Level 2
Burning Brand (Boost, 0)
Fire Riposte (Counter, 1)
Flashing Sun (Strike, 1)
Hatchling’s Flame (Strike, 1)
Level 3
Death Mark (Strike, 0)
Fan the Flames (Strike, 1)
Holocaust Cloak (Stance, 1)
Zephyr Dance (Counter, 1)
Level 4
Firesnake (Strike, 2)
Searing Blade (Boost, 2)
Searing Charge (Strike, 1)
Level 5
Dragon’s Flame (Strike, 2)
Leaping Flame (Counter, 2)
Lingering Inferno (Strike, 2)
Level 6
Desert Tempest (Strike, 2)
Fiery Assault (Stance, 2)
Ring of Fire (Strike, 2)
Level 7
Inferno Blade (Boost, 0)
Salamander Charge (Strike, 3)
Level 8
Rising Phoenix (Stance, 3)
Wyrm’s Flame (Strike, 3)
Level 9
Inferno Blast (Strike, 5)[/sblock][sblock=Devoted Spirit]Level 1
Crusader’s Strike (Strike, 0)
Iron Guard’s Glare (Stance, 0)
Martial Spirit (Stance, 0)
Vanguard Strike (Strike, 0)
Level 2
Foehammer (Strike, 0)
Shield Block (Counter, 0)
Level 3
Defensive Rebuke (Boost, 1)
Revitalizing Strike (Strike, 1)
Thicket of Blades (Stance, 1)
Level 4
Divine Surge (Strike, 1)
Entangling Blade (Strike, 1)
Level 5
Daunting Strike (Strike, 1)
Doom Charge (Strike, 1)
Law Bearer (Strike, 1)
Radiant Charge (Strike, 1)
Tide of Chaose (Strike, 1)
Level 6
Aura of Chaos (Stance, 2)
Aura of Perfect Order (Stance, 2)
Aura of Triumph (Stance, 2)
Aura of Tyranny (Stance, 2)
Rallying Strike (Strike, 2)
Level 7
Castigating Strike (Strike, 2)
Shield Counter (Counter, 2)
Level 8
Divine Surge, Greater (Strike, 2)
Immortal Fortitude (Stance, 3)
Level 9
Strike of Righteous Vitality (Strike, 3)[/sblock][sblock=Diamond Mind]Level 1
Moment of Perfect Mind (Counter, 0)
Sapphire Nightmare Blade (Strike, 0)
Stance of Clarity (Stance, 0)
Level 2
Action Before Thought (Counter, 0)
Emerald Razor (Strike, 1)
Level 3
Insightful Strike (Strike, 0)
Mind Over Body (Counter, 0)
Pearl of Black Doubt (Stance, 1)
Level 4
Bounding Assault (Strike, 2)
Mind Strike (Strike, 2)
Ruby Nightmare Blade (Strike, 2)
Level 5
Disrupting Blow (Strike, 2)
Hearing the Air (Stance, 2)
Rapid Counter (Counter, 0)
Level 6
Insightful Strike, Greater (Strike, 2)
Moment of Alacrity (Boost, 2)
Level 7
Avalance of Blades (Strike, 3)
Quicksilver Motion (Boost, 3)
Level 8
Diamond Defense (Counter, 0)
Diamond Nightmare Blade (Strike, 3)
Stance of Alacrity (Stance, 3)
Level 9
Time Stands Still (Strike, 4)[/sblock][sblock=Iron Heart]Level 1
Punishing Stance (Stance, 0)
Steel Wind (Strike, 0)
Steely Strike (Strike, 0)
Level 2
Disarming Strike (Strike, 0)
Wall of Blades (Counter, 0)
Level 3
Absolute Steel Stance (Stance, 1)
Exorcism of Steel (Strike, 1)
Iron Heart Surge (Other, 1)
Level 4
Lightning Recovery (Counter, 2)
Mithral Tornado (Strike, 2)
Level 5
Dancing Blade Form (Stance, 2)
Dazing Strike (Strike, 2)
Iron Heart Focus (Counter, 2)
Level 6
Iron Heart Endurance (Boost, 2)
Manticore Parry (Counter, 2)
Level 7
Finishing Move (Strike, 3)
Scything Blade (Boost, 3)
Level 8
Adamantine Hurricane (Strike, 3)
Lightning Throw (Strike, 2)
Supreme Blade Parry (Stance, 3)
Level 9
Strike of Perfect Clarity (Strike, 4)[/sblock][sblock=Setting Sun]Level 1
Counter Charge (Counter, 0)
Mighty Throw (Strike, 0)
Step of the Wind (Stance, 0)
Level 2
Baffling Defense (Counter, 1)
Clever Positioning (Strike, 0)
Level 3
Devastating Throw (Strike, 1)
Feigned Opening (Counter, 1)
Giant Killing Style (Stance, 1)
Level 4
Comet Throw (Strike, 1)
Strike of the Broken Shield (Strike, 2)
Level 5
Mirrored Pursuit (Counter, 2)
Shifting Defense (Stance, 2)
Soaring Throw (Strike, 2)
Stalking Shadow (Counter, 2)
Level 6
Ballista Throw (Strike, 2)
Scorpion Parry (Counter, 2)
Level 7
Hydra Slaying Strike (Strike, 3)
Level 8
Fool’s Strike (Counter, 3)
Ghostly Defense (Stance, 3)
Level 9
Tornado Throw (Strike, 5)[/sblock][sblock=Shadow Hand]Level 1
Child of Shadow (Stance, 0)
Clinging Shadow Strike (Strike, 0)
Island of Blades (Stance, 0)
Shadow Blade Technique (Strike, 0)
Level 2
Cloak of Deception (Boost, 0)
Drain Vitality (Strike, 1)
Shadow Jaunt (Other, 0)
Level 3
Assassin’s Stance (Stance, 1)
Dance of the Spider (Stance, 0)
Shadow Garrote (Strike, 0)
Strength Draining Strike (Strike, 1)
Level 4
Hand of Death (Strike, 0)
Obscuring Shadow Veil (Strike, 2)
Level 5
Bloodletting Strike (Strike, 2)
Shadow Strike (Other, 0)
Step of the Dancing Moth (Stance, 2)
Level 6
Ghost Blade (Strike, 3)
Shadow Noose (Strike, 0)
Stalker in the Night (Strike, 0)
Level 7
Death in the Dark (Strike, 0)
Shadow Blink (Other, 0)
Level 8
Balance on the Sky (Stance, 3)
Enervating Shadow Strike (Strike, 3)
One With Shadow (Counter, 3)
Level 9
Five-Shadow Creeping Ice Enervation Strike (Strike, 5)[/sblock][sblock=Stone Dragon]Level 1
Charging Minotaur (Strike, 0)
Stone Bones (Strike, 0)
Stonefoot Stance (Stance, 0)
Level 2
Mountain Hammer (Strike, 0)
Stone Vise (Strike, 0)
Level 3
Bonecrusher (Strike, 3)
Crushing Weight of the Mountain (Stance, 1)
Roots of the Mountain (Stance, 0)
Stone Dragon’s Fury (Strike, 1)
Level 4
Bonesplitting Strike (Strike, 2)
Boulder Roll (Boost, 4)
Overwhelming Mountain Strike (Strike, 0)
Level 5
Elder Mountain Hammer (Strike, 2)
Giant’s Stance (Stance, 2)
Mountain Avalance (Strike, 2)
Level 6
Crushing Vice (Strike, 0)
Iron Bones (Strike, 2)
Irresistable Mountain Strike (Strike, 0)
Level 7
Ancient Mountain Hammer (Strike, 3)
Colossus Strike (Strike, 2)
Level 8
Adamantine Bones (Strike, 3)
Earthstrike Quake (Strike, 2)
Strength of Stone (Stance, 3)
Level 9
Mountain Tombstone Strike (Strike, 0)[/sblock][sblock=Tiger Claw]Level 1
Blood in the Water (Stance, 1)
Hunter's Sense (Stance, 1)
Sudden Leap (Boost, 1)
Wolf Fang Strike (Strike, 0)
Level 2
Claw at the Moon (Strike, 0)
Rabid Wolf Strike (Strike, 0)
Level 3
Flesh Ripper (Strike, 2)
Leaping Dragon Stance (Stance 1)
Soaring Raptor Strike (Strike, 1)
Wolverine Stance (Stance, 1)
Level 4
Death From Above (Strike, 1)
Fountain of Blood (Boost, 2)
Level 5
Dancing Mongoose (Boost, 2)
Pouncing Charge (Strike, 2)
Level 6
Rabid Bear Strike (Strike, 2)
Wolf Climbs the Mountain (Strike, 2)
Level 7
Hamstring Attack (Strike, 3)
Prey on the Weak (Stance, 2)
Swooping Dragon Strike (Strike, 3)
Level 8
Girallon Windmill Flesh Rip (Boost, 3)
Raging Mongoose (Boost, 3)
Wolf Pack Tactics (Stance, 2)
Level 9
Feral Death Blow (Strike, 4)[/sblock][sblock=White Raven]Level 1
Bolstering Voice (Stance, 0)
Douse the Flames (Strike, 0)
Leading the Attack (Strike, 0)
Leading the Charge (Stance, 0)
Level 2
Battle Leader’s Charge (Strike, 1)
Tactical Strike (Strike, 1)
Level 3
Lion’s Roar (Boost, 1)
Tactics of the Wolf (Stance, 1)
White Raven Tactics (Boost, 1)
Level 4
Covering Strike (Boost, 1)
White Raven Strike (Strike, 1)
Level 5
Flanking Maneuver (Strike, 2)
Press the Advantage (Stance, 2)
Level 6
Order Forged From Chaos (Other, 2)
War Leader’s Charge (Strike, 2)
Level 7
Clarion Call (Boost, 3)
Swarming Assault (Strike, 3)
Level 8
Swarm Tactics (Stance, 1)
White Raven Hammer (Strike, 3)
Level 9
War Master’s Charge (Strike, 4)[/sblock][/sblock]
Thank wingedcoyote for contributing this useful organizational scheme
And finally, here is CustServ's rather counter-intuitive ruling on order of swapping and qualifying maneuvers:
[sblock]Oddly enough, according to CustServ, you can qualify for maneuvers and stances according to the maneuvers you have when beginning, but also when finishing.
Ex:
Level 3: Wolf Fang Strike
Level 4: Wolf Fang Strike => Wall of Blades
Assuming you have no other Tiger Claw nor Iron Heart maneuvers, you can still take either Punishing Stance (Iron) or Blood in the Water (Tiger) as your 4th level stance, even though you lose Wolf Fang Strike (Tiger) and gain Wall of Blades (Iron).
This is an instance of you choosing the order as benefits you most.[/sblock]
[SIZE="5"]Magic Items For Martial Adepts[/SIZE]
[/U][/B]
Belt of Battle (Magic Item Compendium): Expend charges for extra actions. This is great for any class, but arguably more so for a Martial Adept who has more uses for their various actions, and who standard (strikes) and swift (boosts actions are often more powerful than normal melee characters.
Crown of the White Raven and associates (ToB: Very useful way to gain extra maneuvers known, with the novice version being particularly cheap (don't want to choose between Iron Heart Surge and White Raven Tactics for that first 3rd level maneuver? Well, for 3,000 gp you don't have to choose!). Also a good way to meet prerequisites for higher level maneuvers.
Discipline Weapons (ToB): These are strictly better than a simple +1 bonus, and stacking several onto one weapon can amass some very impressive bonuses.
[SIZE="3"]Magic Items for Crusaders[/SIZE]
[SIZE="3"]Magic Items for Swordsages[/SIZE]
Feycraft Weapons (DMG 2): Allows you to use your Dex modifier on to hit rolls without spending a feat on Weapon Finesse at the cost of a trivial loss of damage. Synergizes very well with Shadow Blade, but its value is in part dependent on how much control over your equipment you have - so if crafters and magic item shops are plentiful its a good choice, with less control over your equipment I'd just take Weapon Finesse.
[SIZE="3"]Magic Items for Warblades[/SIZE]